package com.ggj2013.hbh;
import nme.display.MovieClip;
import nme.display.Bitmap;
import nme.geom.Point;
import com.ggj2013.hbh.utils.Tools;
import com.ggj2013.hbh.utils.OcclusionParser;

/**
 * @author Richard Van Tassel
 */
class Furniture extends MovieClip{

	private var _background:Bitmap;
	public var walls:Array<Dynamic>;
	public var occlusions:Dynamic;
	
	public function new(furnitureName:String, occlusionPath:String, offsetX:Float=0, offsetY:Float=0 ) {
		super();
		_background = Tools.loadBitmap( furnitureName);
		occlusions = OcclusionParser.parse(occlusionPath,offsetX, offsetY);
		_background.x = 0;
		_background.y = 0;
		
		addChild( _background );
		
		// check the bitmap, then place the walls, the door, and the occlusions based on the room.
	}		

}
